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Comment History  (0 - 30 of 110)
blackmoor
blackmoor - - 110 comments @ [1.5.2/1.5.1] Dynamic Anomalies Overhaul (DAO) (UPDATE 25)

I may have found the problem and solution. Since I had been using the first Svarog detector for a while before installing the patch, it appears that something was corrupted for that specific device. I went back to Sakharov, sold the detector, waited a few minutes, and then bought a new Svarog. The new one has been working flawlessly. I'll leave my comments here so if anyone else has this problem, they can find a likely solution.

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ [1.5.2/1.5.1] Dynamic Anomalies Overhaul (DAO) (UPDATE 25)

I have installed your mod, and the patch for the Svarog detector, but I am having a constant issue. When I encounter the standard static anomalies that have always been it he game, the Svarog works fine. However, when I encounter one of the anomalies spawned by DAO, I can see it in the Svarog for a couple of seconds, and then all anomalies in the game disappear from my Svarog detector from that moment onward.

No other mod I have does anything with the detectors, so I am not sure what is causing this. The only thing I can tell you is that when I started the game, I did not have the patch installed for the Svarog, but added it later, once I got a Svarog, and realized this was happening. Would that make the problem, or does it sound like something else? Thanks.

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

Please disregard, it is actually not your mod, but Atmospherics. I didn't catch your emphasis to install the ANOMALY version, which is buried in the description of the Atmospherics mod. Now, everything works just fine. In fact, the game looks amazing. Thanks for your very clear installation instructions; one of the best for a very detail-oriented mod.

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ Screen Space Shaders [ Update 20.2 ] [ 1.5.2 ]

I am getting this error when starting a new game, and it only happens when I have your mod enabled in MO2:

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
1 : [Lua] ...024/bin/..\gamedata\scripts\visual_memory_manager.script(33) :

LUA error: ...024/bin/..\gamedata\scripts\visual_memory_manager.script:33: attempt to index global 'stealth_mcm' (a nil value)

Check log for details

stack trace:

! [LUA] 0 : [C ] __index
! [LUA] 1 : [Lua] ...024/bin/..\gamedata\scripts\visual_memory_manager.script(33) :

I have all elements of your mod installed in MO2, except for the SSR Water [Ice Version]. I followed your instructions for installation, adding all three of the optional mods, and am using the updated executables from mrdemonized, and have left everything as it is default in MCM, with the exception of enabling Scope shader (I have it enabled). I was able to check in the console that the mod is working correctly (the four green lines are there). Thanks for your help.

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ BaS JSRS Sound Merge [1.5.1]

Thanks, this did not work yesterday when you wrote your response (game crashed on load), but I tried again with the new version you posted today, and it works fine now.

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ [1.1.1] Better Sound for Anomaly 1.5.1

Awesome job. Works great.

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ BaS JSRS Sound Merge [1.5.1]

I am getting this same error with this addon. It started happening after BaS was updated to Anomaly 1.5.1. Please update this mod. Thank you.

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ Boomsticks and Sharpsticks

One of many problems with the engine....

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ Boomsticks and Sharpsticks

Can this mod be modified so that all guns with picatinny rails can mount all scopes that attach to picatinny rails? This should be enabled for all of them, which is the way it is in real life. I am pulling my hair out over not being able to put an Elcan on the SCAR, and the Elcan was the scope issued to US Special Operations units that fielded the SCAR. Thanks.

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ Eden's Weather Revamp (3.0)

Love the mod, but in the large maps like Jupiter and Zaton, all of the landscape in the distance look plain gray, and really clear. Without the mod, all of these landscapes are barely visible. I think someone mentioned this problem in the threads above from last year.

Good karma+3 votes
blackmoor
blackmoor - - 110 comments @ Oblivion Lost Remake 2.5 (ENG)

In the event anyone else has these issues, here's how I solved them. The "three heads" the sin captor wants are three of the "deaths head" artifacts. There's one upstairs in the Sin headquarters, one can be found early in the game (can't remember where), and a third can be found in the small vehicle park next to the Ecologists' lab in Lake Yantar. As for the Freedom leader's task, you need to be sure not to do it until you find the Strong Gravitational Artifact for the professor in Yantar, who will then give you the task to see the Freedom Leader to find one of the prototype psi-blockers. To find the house, it is NOT in Silent Hills, but you go down the road from the Freedom headquarters, then turn left at the last road, and go as far as you can, cross a small creek, and you'll see two houses up on a hill. The device is in one of them.

Good karma+2 votes
blackmoor
blackmoor - - 110 comments @ Oblivion Lost Remake 2.5 (ENG)

It's been a great game so far, but it seems that I'm stuck. Two missions: one is to free the three ecologists held by Sin, but I need three heads to give them. However, whenever I kill someone, I can't take their heads, so I've no idea what to do. The second mission is for the Freedom leader, who asks me to turn off a device that emits radiation, and he said it is located in Silent Hills in a house "to the left of the road," and "you can tell from all the dead grass around it that has turned brown." But, there is so such place there, and I've been in every building. Any help is appreciated!

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ Oblivion Lost Remake 2.5 (ENG)

Thanks. I know the area you're talking about.

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ Oblivion Lost Remake 2.5 (ENG)

Where can I find the family rifle for the loner at the Bar? He said it was in a house full of bloodsuckers by the factory, but I've been all over that place, and cannot find any such house. Thanks.

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ Oblivion Lost Remake 2.5 (ENG)

The answer, I discovered, is yes. Download the two parts to the main game and the patch. Install the main game, then the patch, then run the configurator, then finally run the game. Works great!

Good karma+3 votes
blackmoor
blackmoor - - 110 comments @ Oblivion Lost Remake 2.5 (ENG)

Is this the most current updated version in English? I am asking because at the gameru.net page you have linked above shows "FIXX 38 ENGLISH" as a download file, and the download file is called "OLR25_update_19to38_eng_r044." Your file description says that this English mod is to "Fix 33.11," so it sounds like the file on the gameru.net page is newer, at Fix 38. Is that correct, and, if so, do I download the two FIXX 19 compilation files on that site first and add their FIXX 38 English?

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ S.T.A.L.K.E.R. - Lost Alpha

I am surprised to see that Sakharov's "kill the zombies" quest is still bugged. In LA 1.4005, the zombies that spawn usually kill themselves walking into an anomaly that is near their spawn location, so you have none to kill for the quest. In 1.4007, only one zombie spawns, and he stays still until you get there, apparently to keep him from killing himself, but when I kill it, the quest does not complete! I've reloaded saves and tried again and again, but this is all that ever happens. I've also tried waiting for more to spawn, and looked around for any others, but there is nothing. So, that quest is still not possible to complete.

Good karma+3 votes
blackmoor
blackmoor - - 110 comments @ S.T.A.L.K.E.R. - Lost Alpha

By the way, Dez, I just want to thank you for all the work you've put into this mod over the years. It is truly fantastic what you and your team have accomplished with the mod. I "played" (more like used) many of the old builds that were released, and always did dream of playing the game as the original team wanted to build. Even with the few imperfections that I have encountered, I have played all of the LA versions many times, and have enjoyed each one. Thank you.

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ S.T.A.L.K.E.R. - Lost Alpha

When I played 1.4005, I it was apparent that artifacts would almost never repopulate after you found them in each level. Others noted the same problem; there is supposed to be a random respawn of artifacts after blowouts, but it did not seem to be working. I am not sure if that was fixed in 1.4007, but I do note that they are just as plentiful early in the game as they were in 1.4005. I did note that the lower grade detector is pretty much useless, even when upgraded. What I found to work very well to find artifacts is to acquire a higher grade night vision device, at least a "Gen 2" device", and walk around after midnight. Artifacts are visible from very far away in the dark with such devices--they give off a glow. A good quality NVG is expensive, but still much cheaper than a high quality artifact detector.

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ S.T.A.L.K.E.R. - Lost Alpha

I see what you are saying. It seems that he storyline has been slightly modified so that the main group of Sin do not react to what has happened to the small group, similar to what happens when you kill some groups of military--it does not turn all of the military against you thereafter. It is a better way to preserve the original storyline without so much modification. You should visit Voronin after doing the X-18 quest for Sin, and I would advise also visiting Petrenko first, before X-18, so you can do both his and the Sin quests there at the same time. It works well.

Good karma+2 votes
blackmoor
blackmoor - - 110 comments @ S.T.A.L.K.E.R. - Lost Alpha

Well, I ended up going to an older save from before entering the Construction Site, and waiting for the blowout to happen. Unfortunately, that prior save was from well before that level. On the positive side, I was able to enter from a different point that was less problematic, so I had more ammo and better positioning for the coming battle with the three chimaeras. Interestingly, though I completed the two tasks to save the squad, Voronin said I failed and we had to part ways! However, I remained in Duty, he gave me money and loot, and I was able to get the next task--all as it should have been. So, it seems that his dialogue reflected the initial failure, while everything else reflected that I was successful. Strange, and I hope this does not result in a later problem.

Good karma+4 votes
blackmoor
blackmoor - - 110 comments @ S.T.A.L.K.E.R. - Lost Alpha

What is failing to happen? Everything you note is normal. What triggers the joining of Duty is talking to General Voronin. If you don't kill the sin that are holding Fox, he will not give you the option of joining. If you do that (join via Veronin) before going into the mine at any time, then I assume sin will be hostile (not sure, since I never did it in that order--I did the sin quests before joining Duty). The sin quests are vital to gain entrance to X-18, so it is important to do them before joining Duty (maybe Voronin will not let you join until you do Petrenko's tasks that also involve X-18, which would force you to do the sin quests).

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ S.T.A.L.K.E.R. - Lost Alpha

I'll preface with saying that I love Lost Alpha; I've spent many hours playing it since the initial release in 2014, and I appreciate all the work that has gone into it by all the crew--none of which we've paid for doing this.

That said, there is a significant flaw in the game regarding the blowouts. If you are on a mission to save someone, you can waste hours by having a blowout happen just as you reach the person, as they will have spawned and then die in the blowout. This just happened to me, doing the Duty mission the rescue the squad in the Construction Zone. After many attempts to help kill the multiple chimaeras that are attacking the group, I finally succeeded in that part, and was told that more of the squad needed help elsewhere. Well, on the way there, a blowout happened, killing the squad, which made the task fail. Some thought should have gone into keeping this from happening, since it could take a lot of time just getting to the squad, which is now totally wasted. Even going to a save before talking to the Duty member after fighting the Chimaeras fails, as that group will just stand there in the open and die, though the second group will have not yet spawned. This sort of thing has happened to me in the past, but this is the most frustrating instance.

Good karma+4 votes
blackmoor
blackmoor - - 110 comments @ S.T.A.L.K.E.R. - Lost Alpha

Borov's gun is a quest item that you are tasked to get from Nimble, so it is something you cannot drop/store like other quest items. I haven't received the stash yet, so can't comment. As for the Obokan, it seems that 1.4007 has been changed so that you cannot get better weapons until later in the game, perhaps to keep it more challenging early on. I've been in my current game for quite a while, and cannot remember ever not having a scoped rifle at this point, which makes fighting military units nearly impossible without getting killed many times before succeeding to eliminate them in a firefight. I just finished the X18 lab, and only now found a scope for an SKS and Mosin Nagant that I found on a body at the facility above the lab. I do a lot of exploring and looting, so this is not early in my playthrough at all.

Good karma+2 votes
blackmoor
blackmoor - - 110 comments @ S.T.A.L.K.E.R. - Lost Alpha

This has been a problem with STALKER games for years. If you try a couple times and it does not work when just walking, it will almost certainly work if you run into the room where the cutscene happens. It is just that some rooms are harder to approach while running, such as some of those in the big dam where you are being followed by the security program hologram.

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ S.T.A.L.K.E.R. - Lost Alpha

It worked. Thanks. I would go without Norton, but my kid would have my home network wiped out in seconds! The good news is that I found all the appropriate parts of Norton to turn off scanning any of the Stalker files. Before, it would try to wipe out all the Lost Alpha folder's exe files during installs, but not this time. I also successfully updated the launcher without a peep from Norton.

Good karma+2 votes
blackmoor
blackmoor - - 110 comments @ S.T.A.L.K.E.R. - Lost Alpha

Thanks, Dez. I was most concerned about the configurator log file in appdata\logs that was deleted--hoping I would not need it to successfully reinstall the game with my previous saves. I'll give it a shot.

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ S.T.A.L.K.E.R. - Lost Alpha

The following is the full actions that Norton took. It looks to me like I might have lost everything I need to restore my game:

File Actions

File: C:\Program Files (x86)\S.T.A.L.K.E.R. - Lost Alpha DC\ Lost Alpha Configurator.exe Removed
File: c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha dc\appdata\ user.ltx Threat Removed
File: c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha dc\appdata\logs\ configurator_brad.log Threat Removed
File: c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha dc\ Game.ini Threat Removed
File: c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha dc\ Graphics.ini Threat Removed
File: c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha dc\ configurator.ini Threat Removed
File: c:\programdata\lost alpha configurator\ startup.profile Threat Removed
File: c:\Users\brad\AppData\Local\microsoft\clr_v4.0_32\usagelogs\ lost alpha configurator.exe.log Threat Removed
File: c:\programdata\lost alpha configurator\Mods\ mods_lost_alpha_official.ini Threat Removed
File: c:\programdata\lost alpha configurator\Mods\ mod_hidden_anomalies.jpg Threat Removed
File: c:\programdata\lost alpha configurator\Mods\ mod_hardcore_stashes.jpg Threat Removed
File: c:\programdata\lost alpha configurator\Mods\ mod_autumn.jpg Threat Removed
File: c:\programdata\lost alpha configurator\Mods\ mod_old_sidor.jpg Threat Removed
File: c:\programdata\lost alpha configurator\Cache\ Channels.ini Threat Removed
File: c:\programdata\lost alpha configurator\Mods\ mod_remastered_levels.jpg Threat Removed
File: c:\Users\brad\AppData\Local\Temp\ tmpB727.tmp Threat Removed
File: c:\Users\brad\AppData\Local\Temp\ tmp546.tmp Threat Removed
File: c:\Users\brad\AppData\Local\Temp\ tmp72A8.tmp Threat Removed
Directory: c:\programdata\ lost alpha configurator Removed
Directory: c:\programdata\lost alpha configurator\ mods Threat Removed
Directory: c:\programdata\lost alpha configurator\ cache Threat Removed
____________________________

Registry Actions

Registry change: HKEY_LOCAL_MACHINE\Software\WOW6432Node\Microsoft\Tracing\ Lost Alpha Configurator_RASAPI32, Registry Hive: 64 bit Threat Removed
Registry change: HKEY_LOCAL_MACHINE\Software\WOW6432Node\Microsoft\Tracing\ Lost Alpha Configurator_RASMANCS, Registry Hive: 64 bit Threat Removed
____________________________

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ S.T.A.L.K.E.R. - Lost Alpha

After 10 hours of gameplay, I tried doing the auto-update of the Lost Alpha Configurator, Norton Antivirus determined it was a threat and removed the program from my system. Although it is supposed to give me the ability to restore the file, Norton fails to do it. Is there any way that I can reinstall that part of the package, or do I have to do a total reinstall? If I do a total reinstall of the game, will I lose all of my game saves?

Good karma+1 vote
blackmoor
blackmoor - - 110 comments @ S.T.A.L.K.E.R. - Lost Alpha

Comment removed, as I found the solution to the problem I was having. Always be sure your system time is correct before playing. I have a dual boot set up for Windows and Linux, and a common problem is that booting into Linux will screw up the clock when you go back into Windows. Save games use the system time, so this can really cause problems when the time is off!

Good karma+1 vote